Grumpf_be Posted May 27, 2011 Share Posted May 27, 2011 It's most than probably my issue too. What I don't get is that I edited Head06.nif to point to a new texture, the one that was used in the CS with the race using this texture.Then I recreate the race in my mod and added again this texture in due place. Could it be that I had to let the incorrect texture in the nif and only put the right one in the CS??? Can someone explain to me the point of having a texture in the nif if the engine replace it with the racial one anyway? Cheers! Link to comment Share on other sites More sharing options...
Shaun919 Posted May 27, 2011 Author Share Posted May 27, 2011 As i am a novice at all of this what do you guys suggest i do? is there any tutorials i could start reading to educate myself with UV maps and how to change them? Link to comment Share on other sites More sharing options...
Astymma Posted May 27, 2011 Share Posted May 27, 2011 It's most than probably my issue too. What I don't get is that I edited Head06.nif to point to a new texture, the one that was used in the CS with the race using this texture.Then I recreate the race in my mod and added again this texture in due place. Could it be that I had to let the incorrect texture in the nif and only put the right one in the CS??? Can someone explain to me the point of having a texture in the nif if the engine replace it with the racial one anyway? Cheers! All racial body and head nifs point to what is in the RACE record and disregard what is in the nif and thankfully it behaves that way. Otherwise when you built armor, you'd have to build a set for each race. In order to to use a custom face and/or body texture, you have to make a custom race that points (in the RACE record) to the new textures. As far as I know, when making armor, exposed skin should use a material named "skin" without the quotes. It won't matter what pathis placed in the nif as long as the material name is "skin". If it is correctly named the engine will redirect the texture to the proper racialskin texture. Anything else listed in the nif for the material name will cause the engine to revert the material to the default imperial race. Link to comment Share on other sites More sharing options...
Astymma Posted May 27, 2011 Share Posted May 27, 2011 As i am a novice at all of this what do you guys suggest i do? is there any tutorials i could start reading to educate myself with UV maps and how to change them? A few tutorial links: http://wiki.tesnexus.com/index.php/Blender_Oblivion_simple_swordhttp://obliviontextures.wetpaint.com/page/New+Cuirass+in+Blender+Part+Ihttp://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro/UV_Map_Basics Link to comment Share on other sites More sharing options...
myrmaad Posted May 28, 2011 Share Posted May 28, 2011 I've had this same problem, using custom textures created for Head06 using the Head06 UV. However I can't remember how I fixed it before. I don't think those tutorial links really resolve it, since I already know my way around blender. http://i26.photobucket.com/albums/c117/SeaBlossom/otherstuff/oblivion/th_HO6textures.jpg Link to comment Share on other sites More sharing options...
Grumpf_be Posted May 28, 2011 Share Posted May 28, 2011 Thanks everyone, I'll see to it today if I can and will report progess/failure. cheers! Link to comment Share on other sites More sharing options...
myrmaad Posted May 28, 2011 Share Posted May 28, 2011 Now it's working. Link to comment Share on other sites More sharing options...
alonsomartinez Posted May 28, 2011 Share Posted May 28, 2011 I've had this same problem, using custom textures created for Head06 using the Head06 UV. However I can't remember how I fixed it before. I don't think those tutorial links really resolve it, since I already know my way around blender. http://i26.photobucket.com/albums/c117/SeaBlossom/otherstuff/oblivion/th_HO6textures.jpg Those are some really good textures ! Good work Myrmaad! Link to comment Share on other sites More sharing options...
Astymma Posted May 29, 2011 Share Posted May 29, 2011 I've had this same problem, using custom textures created for Head06 using the Head06 UV. However I can't remember how I fixed it before. I don't think those tutorial links really resolve it, since I already know my way around blender. http://i26.photobucket.com/albums/c117/SeaBlossom/otherstuff/oblivion/th_HO6textures.jpg The tutorial links were for Shaun919 who wanted some beginner links :) As far as Head06 UV Map issues, I think I'd ask dustinflan who has converted a lot of Enayla's Sims textures to Head06 face textures. Probably has more practical experience than anyone in that regard. Link to comment Share on other sites More sharing options...
myrmaad Posted May 29, 2011 Share Posted May 29, 2011 Next time I opened the mod, the problem was resolved. It seemed like it was pointing to the wrong normal map, even though I had included a new one. Link to comment Share on other sites More sharing options...
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